Quote Originally Posted by HavocXphere View Post
You're not hearing me. Start round. Blink. Dead. As in dead <1 sec from round start. You know where the team starts the round, all on one pile? Thats where the toob hits. Hence 5-6 kills with a single tube.

Nades only start arriving >5 seconds into the round (5 sec fuse ). Because they have less forward momentum they A) fly slower B) need a higher trajectory C) don't have the range to hit the opposing round start point without both teams running towards each in the first few seconds.

With a tube used as described you've got <1 second, which isn't enough to clear the tube AoE. i.e. There is *nothing* you can do to prevent dying.


uhmm wtf dude?
One second is more than enough time to get out of your spawn. It is, in fact more than enough time to get half way across the map. If you hear that "pop" and see that smoke trail over the hill, don't just sit and stare at it, turn to the left and haul ass and before you know it, you'll be behind the guy with the launcher and sticking a knife in his neck.

I'll give you that it might happen at the very start of the map on the first round of something like S&D and Sabotage, but if you let it happen to you again, you have nobody to blame but your self for falling for it.